Quickleaf
Legend
I'm having trouble figuring out how the chase rules are meant to be used.
Does anyone have a simple flowchart?
I'm especially confused how ending the chase is supposed to work. When exactly does the quarry get to make a Stealth check? Every round during the chase? And this just means the pursuer can't detect the quarry? But that doesn't necessarily END the chase (because the pursuer can search for them)?
I know I can make up my own rules, but I want to understand the DMG's intended rules first.
Does anyone have a simple flowchart?
I'm especially confused how ending the chase is supposed to work. When exactly does the quarry get to make a Stealth check? Every round during the chase? And this just means the pursuer can't detect the quarry? But that doesn't necessarily END the chase (because the pursuer can search for them)?
I know I can make up my own rules, but I want to understand the DMG's intended rules first.
DMG pg.253 said:ENDING A CHASE
A chase ends when one side or the other tops, when the quarry escapes, or when the pursuer are close enough
to their quarry to catch it.
If neither side gives up the chase, the quarry makes a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken its turn. The result is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check.
If the quarry is never out of the lead pursuer's sight, the check fails automatically. Otherwise, if the result of the quarry's check is greater than the highest passive score, that quarry escapes. If not, the chase continues for another round.
The quarry gains advantage or disadvantage on its check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.
Other factors might help or hinder the quarry's ability to escape, at your discretion. For example, a quarry with a faerie fire spell cast on it might have disadvantage on checks made to escape because it's much easier to spot.
Escape doesn't necessarily mean the quarry has outpaced its pursuers. For example, in an urban setting, escape might mean the quarry ducked into a crowd or slipped around a corner, leaving no clue as to where it went.